#include "Game/Actor/AI/aiNPCConfront.h" namespace uking::ai { NPCConfront::NPCConfront(const InitArg& arg) : ksys::act::ai::Ai(arg) {} NPCConfront::~NPCConfront() = default; bool NPCConfront::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void NPCConfront::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void NPCConfront::leave_() { ksys::act::ai::Ai::leave_(); } void NPCConfront::loadParams_() { getStaticParam(&mCounterGuardCount_s, "CounterGuardCount"); getStaticParam(&mReleaseDistance_s, "ReleaseDistance"); getStaticParam(&mReleaseTime_s, "ReleaseTime"); getStaticParam(&mCounterRate_s, "CounterRate"); getStaticParam(&mDirectTurnAngle_s, "DirectTurnAngle"); getDynamicParam(&mTerrorLevel_d, "TerrorLevel"); getDynamicParam(&mIsTimeOver_d, "IsTimeOver"); getDynamicParam(&mIsSitting_d, "IsSitting"); getDynamicParam(&mIsNeedUnEquipWeapon_d, "IsNeedUnEquipWeapon"); getDynamicParam(&mTargetPos_d, "TargetPos"); getDynamicParam(&mTerrorEmitter_d, "TerrorEmitter"); } } // namespace uking::ai